Hi Mike,
I've been updating the svn version of genwrapper, so grab svn/trunk if
you want the latest. I'll will update the tarball as well.
Robert.
On Wed, Aug 20, 2008 at 9:06 PM, Mike Wozniewski [EMAIL PROTECTED] wrote:
Hi,
I have custom classes which extend OSG classes, and I'd like to
Hi Jason,
It does sounds like you are hitting problems with texture download.
When using osgTerrain the texturing should be the same as when using
just osg::Geometry/osg::StateSet based paged databases. The only
difference I can spot would be the setting of anisotropic filtering on
the textures,
Hi Erik,
osgParticle has hardly been touched between OSG-2.2 and 2.6. Use svn
log to check which files have changed.
Robert.
On Thu, Aug 21, 2008 at 1:07 AM, Erik Johnson [EMAIL PROTECTED] wrote:
Hi all,
It seems to me, back in the OSG 2.2.x time frame, that I could set the
initial
Hi Philip,
I'm not a windows users so can't directly help, but can provide a few
things to look into.
First up, check that your hardware supports pbuffers.
Second up I very very strongly recommend upgrading to OSG-2.6, the API
changes between 2.0 and 2.6 are quite modest - most of the time you
Hi Robert,
Thank you for your answer,
If shared vertex array are not common, it seems not necessary to support
them in IVE,
but in such case, maybe the DAE driver should not load meshes as shared
vertex array.
Maybe the best option is to update writers not supporting shared array :
Now, in
Hi Fabien,
The best way to go about supporting shared arrays in .ive is to
implement a similar scheme that is currently used for Nodes,
Drawables, StateSet and StateAttributes in the .ive. The scheme
involves writing out an id with the array, and then later places where
that array is used the id
Paul,
The attached file demonstrates the bug with PositionAttitudeTransform if
you convert it to FLT. View it in wireframe to see the problem.
John
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Wednesday, August 20, 2008
Hi,
I was wondering if update callbacks are suppose to occur in between
calls to glBegin and glEnd? I think this test code demonstrates that
they do.
I'm using a glGet command (in this case glGetIntegerv) and checking for
it's error code. From the open GL docs:
GL_INVALID_OPERATION is
Hi Robert,
I finally got around to getting the 2.6.0 build and tested it out again.
Unfortunatly, the OPTIMIZE_TEXTURE_SETTINGS
flag still causes problems.
As stated below, the problem is if you optimize your scene graph using
the OPTIMIZE_TEXTURE_SETTINGS setting, then recycle the context
Hi
I think the GL error is because your doing a GL call in the update
process/thread and not the draw process/threads (You need a valid GL
context which is typically owned by the draw process/threads)
Gordon
__
Gordon Tomlinson
Email :
brettwiesner wrote on Thursday, August 21, 2008 9:01 AM:
Hi,
I was wondering if update callbacks are suppose to occur in between
calls to glBegin and glEnd? I think this test code demonstrates that
they do.
I'm using a glGet command (in this case glGetIntegerv) and checking
for
it's
OK, that makes sense. The error is saying it's invalid to call glGetInt
in between a glbegin and glend. I took this for face value and thought
it was weird because I shouldn't be inside glbegin and glend in the
update traversal. But what the error means is really, the graphics
context isn't
Hi Brett,
I've just grokked what is going on - the optimize texture settings is
setting the UnrefImageDataApply to true on scene graph, which is great
for keeping memory usage down, but... it does mean that if you later
what to recompile the texture such as when you create a new viewer,
then
Hi Robert,
I noticed that anisotropy setting as well and tried commenting it out and it
didn't have any affect. Still large hiccups when downloading textures using
--terrain. Looking at the memory usage of my app in the Intel driver's
control panel says that it has a max of 128 mb of memory,
Thanks Robert.
However, I think that genwrapper is not going to work for me. My source
tree does not look enough like OSG, and I also have some custom types in
my classes that genwrapper doesn't know about.
I'm wondering if I can call introspection macros by hand? (I don't have
too many to
Hi Jason,
It would be worth bringing up the viewer stats to look at the update,
cull, draw dispatch times. My expectation is that its draw dispatch
is stalling due to the graphics driver, but it would still be worth
checking.
Another thing you could try would be to rebuild a osg --terrain
There is certainly a change in behavior, although I can't pinpoint the
change in code yet.
Setting the rotational speed with (0, 0, 1):
OSG 2.2.0 - particles rotate like fans (pinwheels)
OSG 2.4.0 - particles rotate like a margarita blender (cork-screw)
OSG 2.6.0 - particles rotate like a
HI Mike,
I'll have to defer to the osgInttrospection/genwrapper author Marco
Jez for low level questions about the wrappers. Hopefully he'll spot
this this thread and comment.
Robert.
On Thu, Aug 21, 2008 at 4:10 PM, Mike Wozniewski [EMAIL PROTECTED] wrote:
Thanks Robert.
However, I think
Hi Robert,
I finally figured out the issue I was having. I was passing in
--no-mip-mapping to osgdem to compensate for the ATI compressed textures
issue that existed before their drivers got updated. Removing the
--no-mip-mapping argument caused the performance to be great on the
machine. I
Hi All,
I'm in the process of upgrading 2.2 -2.6 and came across a bug in
mipmap generation. For NPOT textures when the ResizeNonPowerOfTwoHint is
false, I'm not getting textures applied correctly.
Sample program demonstrating the bug:
#include osg/Texture2D
#include osg/ShapeDrawable
Hi Erik,
I noticed the same thing about a week ago while upgrading an application
from osg 1.0 to 2.4. It was on my list of things to look into.
From: Erik Johnson [mailto:[EMAIL PROTECTED]
Sent: Thursday, August 21, 2008 10:30 AM
To:
Actually, nevermind about genwrapper.
I've managed to use the latest svn version to create custom wrappers for
my classes (yay). Now what I would like to do, is to build a scene-graph
editor GUI to edit my class properties.
Details:
* I particularly like wxWidgets and gtk.
* The
Hello,
i want to display a live camera stream on a texture rectangle which i
pass to a bunch of shaders.
I just want to ask if the way im doing it is the most efficient one?
The best solution would be to upload the live camera image once to the GPU
and pass the texture to the several shader..
Does osgEXP import osg shader programs ? or export 3D max shaders
applied to a model?
If not is there any plan to integrate this into osgEXP?
Kind Regards
Paul
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